Pre-made (Yanfly's) Action Sequence Sharing and Discussions

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Started by Blue001 2126 posts Page 91 of 107 View original ↗
  1. Chibi54 said:
    Every time I do a whole action (For group attacks) all enemies get hit an extra time after the animation is over. how do I stop that?
    Hopefully this isn't too late because I didn't see this until now, but whole action and target action can sometimes overlap. If you're doing damage/effects via whole action, but select a target using a single target selection method or something similar, it's also going to try to use the default entry for target action unless you empty it like this:

    <Target Action>
    </Target Action>
  2. belatucadrus said:
    I want to achieve a skill that looks like the bombing skill like in the video @ 0:50 :
    Spoiler


    But I don't understand a thing about Action sequences, has anyone shared something similar ? Or can someone quickly explain how to do achieve this ?


    I'm bumping this request, because i'm still unable to achieve this
  3. Hello,

    Simple actions but I wanted to share them anyway :)

    Code:
    <setup action>
        IMMORTAL: targets, true
        move user: forward
    </setup action>
    
    <target action>
        motion chant: user
        wait: 10
        float user: 30%, 30
        wait for float
        wait: 30
        motion spell: user
        wait: 30
        show animation 66: target
        wait: 10
        action effect
    </target action>
    
    <finish action>
        float user: 0%, 30
        wait: 10
        IMMORTAL: targets, false
        move user: home
        face user: forward
    </finish action>


    Code:
    <setup action>
        immortal: targets, true
        move user: target, front
    </setup action>
    
    <target action>
        wait: 10
        motion attack: user
        show animation 1: target
        wait for animation
        action effect
    </target action>
    
    <finish action>
        IMMORTAL: targets, false
        move user: home
        face user: forward
    </finish action>
  4. Has someone a few good hand to hand combat attacks to share?
    would be very cool, dont have time to make everything myself
  5. Kinda new to this but...
    How would I go about making a character /move/ to the next enemy in an action sequence if the first one dies?

    some of my battlers gain 'attack times +1' as a passive trait but I'f like them to move to the next enemy when the first one falls.
  6. Zakarijah said:
    Kinda new to this but...
    How would I go about making a character /move/ to the next enemy in an action sequence if the first one dies?

    some of my battlers gain 'attack times +1' as a passive trait but I'f like them to move to the next enemy when the first one falls.
    If you set it as
    <target action>
    </target action>
    and set the scope to all enemies
    the user should move to the enemy's base and attack all enemies one at a time as they transition to each enemy
  7. ItsAri said:
    If you set it as
    <target action>
    </target action>
    and set the scope to all enemies
    the user should move to the enemy's base and attack all enemies one at a time as they transition to each enemy
    It works but it's for a standard attack and this makes them ALWAYS attack ever enemy.

    I'm looking more for it to only do it as far as the "attack times +1" will allow.
  8. maybe add a death brake in between or where the action ends so it doesn't continue?
  9. ItsAri said:
    maybe add a death brake in between or where the action ends so it doesn't continue?
    Also tried that but it didn't seem to do anything.

    I was reading and it apparently is for if the user dies(?)
  10. Got another video for you guys


    Here is the action sequence for Thunder Clap

    Code:
    <target action>
    Action Cutin User: Hue 120, BlendMode Normal
    se: Calamity Jane I'll Send you to your Deaths
    wait: 100
    common event: 2
    -----<Cast>------
    motion chant: user
    wait: 10
    animation 183: user, mirror
    wait: 10
    SHOCKWAVE: CENTER user
    animation 190: user, mirror
    wait for animation
    opacity friends not user: 0%, 20
    opacity enemies: 0%, 20
    animation 150: user, mirror
    wait for animation
    opacity targets: 0%, 20
    wait: 30
    fade out: 10
    wait: 30
    -----<Cast>-----
    -----<Background Change>---
    fade in: 10
    battleback 3 add: battlebacks1, Speedlineverticalpurple
    battleback 3 scroll speed y: -300
    zoom: 300%, 10
    move user: forward, 200, 12
    wait: 12
    opacity user: 100%, 10
    camera screen: user, center, 15
    camera focus: user, center, 15
    zoom: 100%, 300
    jump user: 400, 10
    float user: 400, 10
    wait: 20
    float user: -100, 500
    custom motion Hold2: user
    wait: 40
    animation 188: user, mirror
    wait: 40
    animation 188: user, mirror
    wait: 40
    animation 188: user, mirror
    se: Calamity Jane - know what true power is
    wait: 100
    float user: -400, 3
    opacity user: 0%, 20
    animation 180: user, mirror
    wait for animation
    -----<Background Change>---
    -----<Background Change Remove>---
    fade out: 10
    wait: 20
    battleback 3 remove
    move user: forward, 0, 12
    move user: targets, front, 20
    camera screen: target, center, 15
    camera focus: target, center, 15
    custom motion Hold2: user
    float user: 800, 3
    opacity user: 100%, 20
    opacity targets: 100%, 20
    move target: forward, 200, 12
    zoom: 300%, 10
    wait: 20
    fade in: 20
    zoom: 100%, 400
    wait: 100
    float user: 0, 5
    shake screen: 3, 5, 150
    reset camera: 400
    SHOCKWAVE: CENTER user
    animation 178: user, mirror
    animation 182: user, mirror
    animation 185: user, mirror
    move target: backward, 50, 12
    jump target: 140, 12
    action effect
    wait: 20
    SHOCKWAVE: CENTER user
    action effect
    wait: 20
    animation 187: user, mirror
    move target: forward, 50, 12
    jump target: 140, 12
    action effect
    wait: 20
    action effect
    wait: 20
    animation 186: user, mirror
    action effect
    move target: backward, 50, 12
    jump target: 140, 12
    wait: 20
    action effect
    wait: 20
    animation 185: user, mirror
    move target: forward, 50, 12
    jump target: 140, 12
    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 20
    opacity user: 0%, 40
    wait for animation
    common event: 3
    perform finish
    wait for movement
    opacity user: 100%, 20
    -----<Background Change Remove>---
    </target action>
  11. Hello there !

    Could anybody help me about the normal attack animation?

    I think it's rather simple, or maybe already "solved", but I can't find out how to do it.

    What I need to do is :

    If user is melee
    > do this animation sequence

    if user is ranged
    > do this animation sequence

    It doesn't have to be an eveolved animation, just a basic one for the normal attack.

    Thx by advance and have fun :)
  12. jonenglish91 said:
    Here is the action sequence for Thunder Clap

    Code:
    <target action>
    Action Cutin User: Hue 120, BlendMode Normal
    se: Calamity Jane I'll Send you to your Deaths
    wait: 100
    common event: 2
    -----<Cast>------
    motion chant: user
    wait: 10
    animation 183: user, mirror
    wait: 10
    SHOCKWAVE: CENTER user
    animation 190: user, mirror
    wait for animation
    opacity friends not user: 0%, 20
    opacity enemies: 0%, 20
    animation 150: user, mirror
    wait for animation
    opacity targets: 0%, 20
    wait: 30
    fade out: 10
    wait: 30
    -----<Cast>-----
    -----<Background Change>---
    fade in: 10
    battleback 3 add: battlebacks1, Speedlineverticalpurple
    battleback 3 scroll speed y: -300
    zoom: 300%, 10
    move user: forward, 200, 12
    wait: 12
    opacity user: 100%, 10
    camera screen: user, center, 15
    camera focus: user, center, 15
    zoom: 100%, 300
    jump user: 400, 10
    float user: 400, 10
    wait: 20
    float user: -100, 500
    custom motion Hold2: user
    wait: 40
    animation 188: user, mirror
    wait: 40
    animation 188: user, mirror
    wait: 40
    animation 188: user, mirror
    se: Calamity Jane - know what true power is
    wait: 100
    float user: -400, 3
    opacity user: 0%, 20
    animation 180: user, mirror
    wait for animation
    -----<Background Change>---
    -----<Background Change Remove>---
    fade out: 10
    wait: 20
    battleback 3 remove
    move user: forward, 0, 12
    move user: targets, front, 20
    camera screen: target, center, 15
    camera focus: target, center, 15
    custom motion Hold2: user
    float user: 800, 3
    opacity user: 100%, 20
    opacity targets: 100%, 20
    move target: forward, 200, 12
    zoom: 300%, 10
    wait: 20
    fade in: 20
    zoom: 100%, 400
    wait: 100
    float user: 0, 5
    shake screen: 3, 5, 150
    reset camera: 400
    SHOCKWAVE: CENTER user
    animation 178: user, mirror
    animation 182: user, mirror
    animation 185: user, mirror
    move target: backward, 50, 12
    jump target: 140, 12
    action effect
    wait: 20
    SHOCKWAVE: CENTER user
    action effect
    wait: 20
    animation 187: user, mirror
    move target: forward, 50, 12
    jump target: 140, 12
    action effect
    wait: 20
    action effect
    wait: 20
    animation 186: user, mirror
    action effect
    move target: backward, 50, 12
    jump target: 140, 12
    wait: 20
    action effect
    wait: 20
    animation 185: user, mirror
    move target: forward, 50, 12
    jump target: 140, 12
    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 20
    opacity user: 0%, 40
    wait for animation
    common event: 3
    perform finish
    wait for movement
    opacity user: 100%, 20
    -----<Background Change Remove>---
    </target action>

    Super Epic Battle Sequence!
    I have been trying to duplicate what you did (is it possible for you to share the names of the animations (and what DLCs, Packs, Sets, they came from) you have listed in your database. For example when you use animation 186 (what is the name of that animation you are using?) Also, what is going on in common event: 2?

    Anyhow, truly epic stuff. Trying to learn how to do it myself.
  13. PLUEVNR said:
    Hello there !

    Could anybody help me about the normal attack animation?

    I think it's rather simple, or maybe already "solved", but I can't find out how to do it.

    What I need to do is :

    If user is melee
    > do this animation sequence

    if user is ranged
    > do this animation sequence

    It doesn't have to be an eveolved animation, just a basic one for the normal attack.

    Thx by advance and have fun :)

    I finally found something which is... nearly working.

    Code:
    <setup action>
    display action
    immortal: targets, true
    </setup action>
    
    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    </target action>

    The range attacker is doing ranged attacks, the melee one is doing melee attacks, so this is great.
    But the enemies are doing something weird (see image below)

    YEP_sequence.png

    When it's attacking my character in the middle, it's displayed under my third character, but my third character should be hided by the jellyfish.
    Is there any way to fix this ?
  14. GalacticGod said:
    Super Epic Battle Sequence!
    I have been trying to duplicate what you did (is it possible for you to share the names of the animations (and what DLCs, Packs, Sets, they came from) you have listed in your database. For example when you use animation 186 (what is the name of that animation you are using?) Also, what is going on in common event: 2?

    Anyhow, truly epic stuff. Trying to learn how to do it myself.

    Hey,

    Glad you liked it!

    Common event 2 is just a battle hud hide command.

    The animation 186 I believe is from Vibratos animation material pack
    190 is the pulse effect from RTP cure
    150 is called Xteleport which i believe is from quintessence animation? or a animation pack I found lurking on the forums
    188 is another animation from the quintessence pack believe called degredation
    180 is just Darkness 2 fire head RTP blown up
    182 is called upheavel which I believe is from the latest/last quintessence pack


    Sorry I really can't remember where all the animation came from in terms of packs etc.
  15. Hi all,

    I can't seem to get this conditional part of my action sequence to work correctly. The idea is for a monster to do an attack that hits random player characters multiple times. What i have been trying to work with is this:

    Code:
    <target action>
    EVAL: this._TARCHOICE = Math.floor(Math.random() * 4) + 1
    
    if this._TARCHOICE = 4
    animation 1: character 4
    ACTION EFFECT: character 4
    end
    
    if this._TARCHOICE = 3
    animation 1: character 3
    ACTION EFFECT: character 3
    end
    
    if this._TARCHOICE = 2
    animation 1: character 2
    ACTION EFFECT: character 2
    end
    
    if this._TARCHOICE = 1
    animation 1: character 1
    ACTION EFFECT: character 1
    end
    
    wait: 5
    <\target action>

    But it ends up just hitting each character instead of just one individual random character based on the random number generated. Any help with this would be greatly appreciated.

    EDIT/UPDATE: I figured it out that using "if this._TARCHOICE === 1" in stead of "if this._TARCHOICE = 1" worked.
  16. Recreating Cover/Protect Ally from Final Fantasy with YEP?

    I believe it can be recreated with Yanfly Engine Plugin's Action Sequence. I just need to be pointed at the right direction.

    Specifically, I'd want the following to happen.

    • A basic attack or single-target skill from one side is used against a target from the opposite side.
      • The game checks if that target is under a "Protect All Allies" state.
        • Checks if the actor designated by that state is above 25% MaxHP.
        • The attack is redirected to that actor.
      • The game checks if that target is under a "Protect 1 Ally" state.
        • Checks if the actor designated by that state is above 25% MaxHP.
        • The attack is redirected to that actor.
      • The game checks if that target is under 25% MaxHP.
        • The game checks for all of its allies with the "Cover" state.
        • The game checks for them that has the highest current HP.
        • The attack is redirected to that actor.
      • The attack is not redirected.

    Of course, if the attack is redirected, the new target moves in front of the original target, then damage calculations, then the new target returns to their spot in the battlefield.
  17. Having some trouble figuring this out. I'm using YEP Action Sequence with Olivia's Impact Sequence plugin to add projectile functionality.

    The spell fires 3 projectiles that hit random enemies and explode on contact. I'm having trouble staggering the projectiles the way I want. If I put this in a Whole Action, and the projectiles choose the same target, it visually fires fewer projectiles. Alternatively, if I put this in a Target Action, I have to wait for each projectile to finish because the projectile animation and explosion animations are separate.

    Any thoughts?

    Whole action setup:
    Code:
    <Whole Action>
    motion attack: user
    motion wait: user
    projectile animation 133: start user, goal target, goal offset +0 +100, duration 100
    wait for projectile
    animation 134: target
    action animation: target
    action effect
    wait:5
    </Whole Action>
    <target action>
    </target action>

    Target action setup:
    Code:
    <whole action>
    perform start
    motion standby: user
    wait for movement
    face user: target
    </whole action>
    <Target Action>
    motion attack: user
    motion wait: user
    projectile animation 133: start user, goal target, goal offset +0 +100, duration 100
    wait for projectile
    animation 134: target
    action animation: target
    action effect
    wait:5
    death break
    </Target Action>
  18. I noticed that enemies weren't dying until everyone in the group was also dead. I don't have immortal state on any abilities. I'm just testing normal attacks at the moment. Can anyone see why the enemy would be alive with zero health?

    <setup action>

    display action

    immortal: targets, true
    </setup action>

    <target action>

    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    end


    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation

    action effect
    wait for animation
    wait for movement
    wait: 5
    </target action>

    <finish action>
    move user: home
    face user: forward
    immortal: targets, false
    clear battle log

    </finish action>